Hello i'm having a bit of a problem. I have shaders installed and all ready to go and when i pick glsd shaders pack and the rest of them i try logging in to a server an then it starts flashing at me like light brown, dark brown and keeps going is there a solution to prevent that?
Hello i'm having a bit of a problem. I have shaders installed and all ready to go and when i pick glsd shaders pack and the rest of them i try logging in to a server an then it starts flashing at me like light brown, dark brown and keeps going is there a solution to prevent that?
Minecraft version ? Forge version ? ShadersMod version ? Other mods ?
Graphics adapter ? Graphics driver version ?
CPU ? RAM ? OS ?
Install forge latest version http://files.minecraftforge.net .
Open singleplayer world first. If it runs successfully, exit world and connect to multiplayer server.
Yesterday I was bored so I tested AMD drivers.
I won't bore you with the details unless asked, but all three were tested under the exact same conditions.
13.11 beta 9.5 = 110 fps
13.12 WHQL = 102 fps
14.1 beta 1.6 = 100 fps (with the fix applied)
And then returning to 13.11.... 100 fps. God damn it, Windows restore...
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Everfree Server - A small & friendly survival build server for older 'Crafters.
Hey there! The problem may be already be mentioned but there seems to be an Issue with Mekanism. I'm using the 1.6.4 version + mekanism v6. I am unable to join a local game or a multiplayer server since i get stuck in the loading screen resulting ina flickering image and the following console error gl error 0x0502. If i disable the shaders i am sometimes able to join server but as soon as i enable shaders everything is blue.
I already asked the Mekanism Creator but he promised that its not his fault.
any fix available maybe also for 1.6.4?
pp
Welcome!
What are you running for a video card in your computer/notebook?
You can use System Information to tell you.
Generally it is either:
Intel HD Graphics
AMD Radeon HD ####
nVidia GeForce ####
The Meaning of Life, the Universe, and Everything.
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Ok, so i really hope someone can tell me whats up with this. this bump mapping shader is the nicest ive found, but all of them seem to do this..
Diagonal View
Straight View
Upward View Close
So as you can see every direction beside directly south and directly west and obviously SW are the only directions that render correctly. that means N,E,NW,NE,E,SE all stretch the bump effect SEVERLY. looking up at a block and looking down at a block both seem to work from all directions. please help me out here if you can.
hey everytime i play minecraft with shaders something weird happens when i play singleplayer the screen just flashes and turns into black i'm using forge 1024 shaders 2.3.9 optifine d1 1.7.2
hey everytime i play minecraft with shaders something weird happens when i play singleplayer the screen just flashes and turns into black i'm using forge 1024 shaders 2.3.9 optifine d1 1.7.2
D1 is 1.7.4, try C2 instead.
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Everfree Server - A small & friendly survival build server for older 'Crafters.
hi im using Chocapic13 shaders and im having a problem/bug with your his latest shader that has bump/specular, i made this short video showing you whats happening also i compared it to SEUS O1 and i have no problems with that one, im using a GTX 770 with the latest drivers 334.89, i was using 320.49 but had the same problem. anyone that can help???
Ok, so i really hope someone can tell me whats up with this. this bump mapping shader is the nicest ive found, but all of them seem to do this..
Diagonal View
Straight View
Upward View Close
So as you can see every direction beside directly south and directly west and obviously SW are the only directions that render correctly. that means N,E,NW,NE,E,SE all stretch the bump effect SEVERLY. looking up at a block and looking down at a block both seem to work from all directions. please help me out here if you can.
I just noticed this bug too and I fixed it. I think this is a bug from the new version of the shadermod, because everything was working fine when I downgraded.
tbnmatrix was not correct in the new version.
Here's the fix :
Mod works perfectly except for a couple details. I'm using Chocapics shaders since that is the only one I can run with optimal FPS (SEUS just refuses to load, white screen, like a massive lens flare. Probably an issue with my graphics card, not too concerning). I occasionally get a few issues where I can see through the floor (chunks loading slowly?) and a lot of shadow flickers but I can somewhat deal with that. My real issue is the fact that whenever I set my graphics to fancy, the screen goes completely black and I can maybe see the outline of trees against a lighter shade of black. This happens with any shader I load. Is there any fix to this, because playing on fast graphics really annoys me. And if anybody knows any solutions to the flickering shadows and the fact that I can sometimes see through the ground, that would be apreciative.
Specs:
Windows 7 64 bit
16GB RAM
Intel Core i7-3770 @ 3.40GHz
NVIDIA GeForce GT 545
Resolution is 1440x900 if that's helpful.
Ok, so i really hope someone can tell me whats up with this. this bump mapping shader is the nicest ive found, but all of them seem to do this..
Diagonal View
Straight View
Upward View Close
So as you can see every direction beside directly south and directly west and obviously SW are the only directions that render correctly. that means N,E,NW,NE,E,SE all stretch the bump effect SEVERLY. looking up at a block and looking down at a block both seem to work from all directions. please help me out here if you can.
I just noticed this bug too and I fixed it. I think this is a bug from the new version of the shadermod, because everything was working fine when I downgraded.
tbnmatrix was not correct in the new version.
Here's the fix :
The bottom side is still working fine I don't know why.
Texture is flipped on south and west sides in Minecraft 1.7.2.
It is a bug of Minecraft 1.7.2 (vanilla).
This bug has already been fixed in Minecraft 1.7.4 (vanilla).
But FML and ShadersMod is still not available for Minecraft 1.7.4.
I'm using minecraft 1.6.2 and last available mod for this version: "GLSL Shaders Mod (updated by karyonix) v2.0.1 beta18 for Minecraft 1.6.2-1.6.4". It works great with SEUS v10.0 of course. But when I use "HEXAGONs ULTRA 1.0v Shader Pack" I have problem. The problem is vest strange for me, because it occurs only on one computer, the second one (laptop) works great.
Here is log message:
[21:27:09 INFO]: Client> 2014-02-24 21:27:09 [INFO] [STDOUT] Fragment shader failed to compile with the following errors:
[21:27:09 INFO]: Client> 2014-02-24 21:27:09 [INFO] [STDOUT] ERROR: 0:1045: error(#162) Wrong operand types: no operation "==" exists that takes a left-hand operand of type "2-component vector of vec2" and a right operand of type "const float" (or there is no acceptable conversion)
[21:27:09 INFO]: Client> 2014-02-24 21:27:09 [INFO] [STDOUT] ERROR: 0:1049: error(#162) Wrong operand types: no operation "==" exists that takes a left-hand operand of type "2-component vector of vec2" and a right operand of type "const float" (or there is no acceptable conversion)
[21:27:09 INFO]: Client> 2014-02-24 21:27:09 [INFO] [STDOUT] ERROR: 0:1053: error(#162) Wrong operand types: no operation "==" exists that takes a left-hand operand of type "2-component vector of vec2" and a right operand of type "const float" (or there is no acceptable conversion)
[21:27:09 INFO]: Client> 2014-02-24 21:27:09 [INFO] [STDOUT] ERROR: error(#273) 3 compilation errors. No code generated
[21:27:09 INFO]: Client> 2014-02-24 21:27:09 [INFO] [STDOUT]
[21:27:09 INFO]: Client> 2014-02-24 21:27:09 [INFO] [STDOUT]
[21:27:09 INFO]: Client> 2014-02-24 21:27:09 [INFO] [STDOUT]
[21:27:09 INFO]: Client> 2014-02-24 21:27:09 [INFO] [STDERR] GL error 0x0502: Invalid operation at useProgram final
[21:27:09 INFO]: Client> 2014-02-24 21:27:09 [INFO] [STDERR] GL error 0x0501: Invalid value at useProgram final
[21:27:09 INFO]: Client> 2014-02-24 21:27:09 [INFO] [STDOUT] Info log: /shaders/final.vsh,/shaders/final.fsh
[21:27:09 INFO]: Client> 2014-02-24 21:27:09 [INFO] [STDOUT] Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[21:27:09 INFO]: Client> 2014-02-24 21:27:09 [INFO] [STDOUT]
[21:27:09 INFO]: Client> 2014-02-24 21:27:09 [INFO] [STDOUT]
[21:27:09 INFO]: Client> 2014-02-24 21:27:09 [INFO] [Minecraft-Client] [CHAT] [Shaders] Error : Invalid program final
[21:27:09 INFO]: Client> 2014-02-24 21:27:09 [INFO] [STDERR] [Shaders] Error : Invalid program final
The problematic lines is following condition set:
if (refractcoord_r.st * vec2(iswater) == 0.0f) {
break;
}
if (refractcoord_g.st * vec2(iswater) == 0.0f) {
break;
}
if (refractcoord_b.st * vec2(iswater) == 0.0f) {
break;
}
refractcoord_b is vec2, iswater is int.
I'm not so familiar with this language, so i do not know whether product of this two can by compared to float. I'm suppressed that once this works ok and once not
On both sets I use the same mod pack. The only difference is java version. The problematic one use 1.7, the correct one use 1.6 (both 64bit).
I use 'OptiFine_1.6.2_L_C4' and '1.6.2-Forge9.10.1.871' and some other minor mods.
Any help or advice is appreciated.
rgds
Saram
This is a bug of SEUS v10RC, so "HEXAGONs ULTRA 1.0v Shader Pack" must be SEUS derivative. refractcoord_r.st * vec2(iswater) is vec2. 0.0f is float.
vec2 and float cannot be compared directly on some drivers' GLSL compilers.
NVIDIA's GLSL compilers allow it but some other vendor's compilers don't.
Change 0.0f to vec2(0.0) to fix this error.
iswater is always 1 in these lines, so just ignore it.
hi im using Chocapic13 shaders and im having a problem/bug with your his latest shader that has bump/specular, i made this short video showing you whats happening also i compared it to SEUS O1 and i have no problems with that one, im using a GTX 770 with the latest drivers 334.89, i was using 320.49 but had the same problem. anyone that can help???
It seems like gbuffers_terrain vertex shader crashes while processing some vertices.
Mod works perfectly except for a couple details. I'm using Chocapics shaders since that is the only one I can run with optimal FPS (SEUS just refuses to load, white screen, like a massive lens flare. Probably an issue with my graphics card, not too concerning). I occasionally get a few issues where I can see through the floor (chunks loading slowly?) and a lot of shadow flickers but I can somewhat deal with that. My real issue is the fact that whenever I set my graphics to fancy, the screen goes completely black and I can maybe see the outline of trees against a lighter shade of black. This happens with any shader I load. Is there any fix to this, because playing on fast graphics really annoys me. And if anybody knows any solutions to the flickering shadows and the fact that I can sometimes see through the ground, that would be apreciative.
Specs:
Windows 7 64 bit
16GB RAM
Intel Core i7-3770 @ 3.40GHz
NVIDIA GeForce GT 545
Resolution is 1440x900 if that's helpful.
hey everytime i play minecraft with shaders something weird happens when i play singleplayer the screen just flashes and turns into black i'm using forge 1024 shaders 2.3.9 optifine d1 1.7.2
I am trying to (1) make ShadersMod not require Forge/FML and (2) update local copy of MCP for Minecraft 1.7.4.
After both are complete, it will be possible to update ShadersMod for Minecraft 1.7.4.
...
Oh. Minecraft 1.7.5 will be out tomorrow.
I should skip 1.7.4 and update for 1.7.5 instead.
Now we know more about this problem and a workaround.
I may be able to fix mob head rendering from ShadersMod.
But the best thing to do is to add mod mob icon resource pack for Zan's Minimap, so it will not try to render mob head.
I started making entity icons in 8x8 and 16x16 for these mobs.
There are A LOT of them, and I haven't seen hardly any of them in-game at all either, so, I'm guessing by the pictures as to what the creatures faces actually look like.. haha! You have to figure out what the mod registers the proper entity name as, because the filename of the icon needs to match exactly. At least it works. Now, if only the mod creators would make these icons when they create the entities themselves -- great idea, really !
If I get a decent build together, I will post my icons for you guys, maybe a branch off VoxelMap and post 1.6.4/1.7.2 if I can get his permission.
I definitely need to do a lot more work on them, paint is pretty sloppy, but it works regardless. Most of the icons look OK, some funny..
Voxel (Zan's) is displaying the icons instead of the black boxes, and by default it only displays enemy mobs, but you can have it display neutrals -- makes the map extremely cluttered and messy though!
I've gone through some basic mods:
battletowers
biomesoplenty
thaumcraft
Working on:
mocreatures (aquatic done)
Here is a preview of the current Mo'Creatures work:
As you can see: piranha, dolphins, manta rays, sharks, etc are appearing now.
I need to do some transparency work maybe, or change their backgrounds to blue to match the water (which would be hard for spiders/etc that can be multi-terrain). Or just do their face like I did for everything else (I'm doing Mo'Creatures last).
I have no idea, I just grabbed icons to put something together quickly. It's entirely possible to grab the texture from the mod jar/zip, but you need to break it down & piece parts together to get the image right.
I just want some icons for now, we can worry about re-doing textures and cleaning things up later. I'll spend more time on the hostiles probably...
I just noticed this bug too and I fixed it. I think this is a bug from the new version of the shadermod, because everything was working fine when I downgraded.tbnmatrix was not correct in the new version.Here's the fix :
The bottom side is still working fine I don't know why.
i couldnt get this to work, the gbuffers_terrain.vsh right? i used the search tool in notepad++ to find it but changing these values did nothing for me.
Texture is flipped on south and west sides in Minecraft 1.7.2.It is a bug of Minecraft 1.7.2 (vanilla).This bug has already been fixed in Minecraft 1.7.4 (vanilla).But FML and ShadersMod is still not available for Minecraft 1.7.4.
so i have to wait until 1.7.4? or is there a work around for this?also is this a glitch with the bump mapping? i hope it is...
i couldnt get this to work, the gbuffers_terrain.vsh right? i used the search tool in notepad++ to find it but changing these values did nothing for me.
It's in gbuffers_water.vsh at line 126.
Btw, in Notepad++, if you open all of the files you can search through all open documents ;). Pretty easy!
so i have to wait until 1.7.4? or is there a work around for this?also is this a glitch with the bump mapping? i hope it is...
You have to wait for 1.7.4 I'm afraid.
Funny, Optifine has a 1.7.4, but probably because it is an installer.. Still waiting on FML..
Karyonix just mentioned that he might now try to make a separate non-forge installer for GLSL while he's waiting on FML for 1.7.4. Either that, or if I understand it correctly, he may try to decompile/recompile MCP to get a 1.7.4 build? Mind you, the rest of us would still have to wait for FML anyways..
Graphics adapter ? Graphics driver version ?
CPU ? RAM ? OS ?
Install forge latest version http://files.minecraftforge.net .
Open singleplayer world first. If it runs successfully, exit world and connect to multiplayer server.
I won't bore you with the details unless asked, but all three were tested under the exact same conditions.
13.11 beta 9.5 = 110 fps
13.12 WHQL = 102 fps
14.1 beta 1.6 = 100 fps (with the fix applied)
And then returning to 13.11.... 100 fps. God damn it, Windows restore...
Everfree Server - A small & friendly survival build server for older 'Crafters.
Welcome!
What are you running for a video card in your computer/notebook?
You can use System Information to tell you.
Generally it is either:
Intel HD Graphics
AMD Radeon HD ####
nVidia GeForce ####
Diagonal View
Straight View
Upward View Close
So as you can see every direction beside directly south and directly west and obviously SW are the only directions that render correctly. that means N,E,NW,NE,E,SE all stretch the bump effect SEVERLY. looking up at a block and looking down at a block both seem to work from all directions. please help me out here if you can.
D1 is 1.7.4, try C2 instead.
Everfree Server - A small & friendly survival build server for older 'Crafters.
Here's a better link to forward Intel Graphics players karyonix
http://www.intel.com...detect/graphics
I just noticed this bug too and I fixed it. I think this is a bug from the new version of the shadermod, because everything was working fine when I downgraded.
tbnmatrix was not correct in the new version.
Here's the fix :
if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.x < -0.5) {
// -1.0, 0.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.y > 0.5) {
// 0.0, 1.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.y < -0.5) {
// 0.0, -1.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.z > 0.5) {
// 0.0, 0.0, 1.0
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.z < -0.5) {
// 0.0, 0.0, -1.0
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
Instead of :
if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.x < -0.5) {
// -1.0, 0.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.y > 0.5) {
// 0.0, 1.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.y < -0.5) {
// 0.0, -1.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.z > 0.5) {
// 0.0, 0.0, 1.0
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.z < -0.5) {
// 0.0, 0.0, -1.0
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
Mod works perfectly except for a couple details. I'm using Chocapics shaders since that is the only one I can run with optimal FPS (SEUS just refuses to load, white screen, like a massive lens flare. Probably an issue with my graphics card, not too concerning). I occasionally get a few issues where I can see through the floor (chunks loading slowly?) and a lot of shadow flickers but I can somewhat deal with that. My real issue is the fact that whenever I set my graphics to fancy, the screen goes completely black and I can maybe see the outline of trees against a lighter shade of black. This happens with any shader I load. Is there any fix to this, because playing on fast graphics really annoys me. And if anybody knows any solutions to the flickering shadows and the fact that I can sometimes see through the ground, that would be apreciative.
Specs:
Windows 7 64 bit
16GB RAM
Intel Core i7-3770 @ 3.40GHz
NVIDIA GeForce GT 545
Resolution is 1440x900 if that's helpful.
Texture is flipped on south and west sides in Minecraft 1.7.2.
It is a bug of Minecraft 1.7.2 (vanilla).
This bug has already been fixed in Minecraft 1.7.4 (vanilla).
But FML and ShadersMod is still not available for Minecraft 1.7.4.
This is a bug of SEUS v10RC, so "HEXAGONs ULTRA 1.0v Shader Pack" must be SEUS derivative.
refractcoord_r.st * vec2(iswater) is vec2.
0.0f is float.
vec2 and float cannot be compared directly on some drivers' GLSL compilers.
NVIDIA's GLSL compilers allow it but some other vendor's compilers don't.
Change 0.0f to vec2(0.0) to fix this error.
iswater is always 1 in these lines, so just ignore it.
And do the same for _g and _b.
It seems like gbuffers_terrain vertex shader crashes while processing some vertices.
Try NVIDIA driver 334.89.
Actually, there is a D1 for 1.7.2 and 1.6.4 now, both of which work just fine (1.6.4 needs the Karyonix fix).
After both are complete, it will be possible to update ShadersMod for Minecraft 1.7.4.
...
Oh. Minecraft 1.7.5 will be out tomorrow.
I should skip 1.7.4 and update for 1.7.5 instead.
Things are coming along for these icons..
I definitely need to do a lot more work on them, paint is pretty sloppy, but it works regardless. Most of the icons look OK, some funny..
Voxel (Zan's) is displaying the icons instead of the black boxes, and by default it only displays enemy mobs, but you can have it display neutrals -- makes the map extremely cluttered and messy though!
I've gone through some basic mods:
Working on:
Here is a preview of the current Mo'Creatures work:
As you can see: piranha, dolphins, manta rays, sharks, etc are appearing now.
I need to do some transparency work maybe, or change their backgrounds to blue to match the water (which would be hard for spiders/etc that can be multi-terrain). Or just do their face like I did for everything else (I'm doing Mo'Creatures last).
I have no idea, I just grabbed icons to put something together quickly. It's entirely possible to grab the texture from the mod jar/zip, but you need to break it down & piece parts together to get the image right.
I just want some icons for now, we can worry about re-doing textures and cleaning things up later. I'll spend more time on the hostiles probably...
Hmm.. Ok, you should be able to handle shaders on your 560 without too many problems.
What versions of these are you running:
It's in gbuffers_water.vsh at line 126.
Btw, in Notepad++, if you open all of the files you can search through all open documents ;). Pretty easy!
You have to wait for 1.7.4 I'm afraid.
Funny, Optifine has a 1.7.4, but probably because it is an installer.. Still waiting on FML..
Karyonix just mentioned that he might now try to make a separate non-forge installer for GLSL while he's waiting on FML for 1.7.4. Either that, or if I understand it correctly, he may try to decompile/recompile MCP to get a 1.7.4 build? Mind you, the rest of us would still have to wait for FML anyways..
This made SEUS work, but I'm still having issues with fancy graphics setting.
Fast graphics:
Fancy graphics:
Could it be a compatibility issue with Tekkit?
Well I'll be jiggled. It was well hidden.
And no (immediate) errors using it with Forge 1024 either.
Everfree Server - A small & friendly survival build server for older 'Crafters.