• 5

    posted a message on OptiFine HD B9 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from L0ST5ILVER»

    You've totally missed the point, Totally.

    So please explain what is the point.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B9 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from default_ex»

    I would really like to see some good documentation on the shader system. I would love to write my own shaders for the game and I'm intimately familiar with the concept of a deferred renderer. Every time I try to get started I spend days searching for information on just the basic things about the shader system in OptiFine or the previous incarnations of it only to find a lack of any usable documentation.


    I know of the shaders.txt which at least mentions what attributes and uniforms are available and what specific shader programs they are available in. Nowhere have I seen one of the most basic pieces of information listed: vertex elements. I can guess what the element name the position, texture coordiantes, colors, normals,, binormals, tangents or even how many of each are used all day long but it's just guessing which is error prone. Normally in cases where documentation is lacking I would just dig into the source code and look for myself at how things are done to derive this information but as far as I've seen the source for OptiFine or it's shader module isn't available to be viewed/downloaded.


    What would be nice, frankly mandatory to see in the documentation. A basic outline of the rendering process including what order objects are renderered, what uniforms are passed in before they are rendered, what render states are set and what is in the vertex data. The data formats that should be output and I'm not talking pixel formats but things like whether surface normals are to be written out in modelview space, depth into linear view space or post projection space. Is there a composite pass before layering on transparent/translucent objects to combine lighting data with geometric and color data. Should it's vertices be shifted into the far plane to exploit depth buffer states and reduce overdraw or left at the near plane because the states aren't set up to handle that optimization?


    I really wouldn't mind going through the code and writing up some documentation on this myself. Having worked with a lot of code that was poorly documented, I've gotten pretty good at it. Looking at other's shaders for examples just doesn't cut it when I have no idea if they are leaving things out that aren't important to them but may be to me.


    You should join ShaderLabs on Discord, most MC shader authors are active there, invitation in PM.
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD B9 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from L0ST5ILVER»


    What do you mean? It's exactly what it says, allow players to make extensions for optifine.


    OptiFine can't just be "extended".

    First, it is highly tuned and optimized, some of the things that it does are borderline crazy. If you are not very careful it is easy to break a lot of things. This is like asking a Formula 1 car to be comfortable and extendable. It could be done, but then it would not be fast and stable.

    Second, OptiFine is built against obfuscated code and there is no MCP support to deobfuscate and obfuscate code so that it is compatible with OptiFine. On top of this some OptiFine versions use a non-standard deobfuscated base (the official MCP update is sometimes too slow and then I make custom MCP updates). So writing a code which is compatible with OF is a challenge by itself.

    Instead of extendable, OptiFine is highly configurable with user options and configuration files. A lot of work and testing goes into making sure that all possible combinations of configurations and options work properly together. This is supported as much as possible across all MC versions from 1.7.x to 1.12.

    Not to mention Forge and general mod compatibility. This becomes very complex when the mods expect everything to work like in vanilla and in the same time OF reorganizes the rendering engine to work in several different ways.

    Therefore the question what specific extensions do you imagine. Maybe some of them are already existing or maybe they could be added as configuration files.

    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B9 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from L0ST5ILVER»

    I have a suggestion, could you add extension support? So people can do some cooler things with optifine?


    What is "extension support"?
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B9 (FPS Boost, Dynamic Lights, Shaders and much more)

    When allocating more RAM do not forget that:

    - the operating system and background services (antivirus?) needs some RAM - probably 2 GB

    - the operating system needs some RAM for a disk cache, if there is not enough reading files from disk may slow down

    - Minecraft uses 2 x the allocated memory, the given limit is for Java heap memory, additionaly Java can use the same amount for low-level buffers etc.


    If the PC has 8GB RAM and the OS needs 2, then 6GB. are left for MC.

    As MC uses double the limit it should not be allocated more than 3GB.


    Usually Java does not use all of the given memory, so allocating more may seem to work as Java does not use it. But this is not guaranteed. Depending on many factors Java may decide to use all the allocated RAM (even if not really needed) and then the OS may have to swap to disk and everything could slow down.

    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B9 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from joshthegrate»

    im running the .jar and having it extract directly into the mods folder but still getting errors. tried again with the OptiFine_1.12_HD_U_C3 that was released today and still no dice. i even updated my forge to forge-14.21.0.2373

    here is the error code im getting

    ---- Minecraft Crash Report ----

    WARNING: coremods are present:
    Contact their authors BEFORE contacting forge

    // Uh... Did I do that?

    Time: 6/26/17 10:30 PM
    Description: Initializing game

    java.lang.AbstractMethodError
    at net.minecraftforge.client.model.MultiModelState.apply(MultiModelState.java:67)
    at net.minecraftforge.client.model.MultiModelState.getPartState(MultiModelState.java:50)
    at net.minecraftforge.client.model.ModelLoader$WeightedRandomModel.bake(ModelLoader.java:785)
    at net.minecraftforge.client.model.ModelLoader$MultipartModel.bake(ModelLoader.java:1268)
    at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:186)
    at net.minecraft.client.renderer.block.model.ModelManager.func_110549_a(ModelManager.java:28)
    at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:121)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:512)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:377)
    at net.minecraft.client.main.Main.main(SourceFile:123)
    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 --
    Thread: Client thread
    Stacktrace:
    at net.minecraftforge.client.model.MultiModelState.apply(MultiModelState.java:67)
    at net.minecraftforge.client.model.MultiModelState.getPartState(MultiModelState.java:50)
    at net.minecraftforge.client.model.ModelLoader$WeightedRandomModel.bake(ModelLoader.java:785)
    at net.minecraftforge.client.model.ModelLoader$MultipartModel.bake(ModelLoader.java:1268)
    at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:186)
    at net.minecraft.client.renderer.block.model.ModelManager.func_110549_a(ModelManager.java:28)
    at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:121)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:512)

    -- Initialization --
    Details:
    Stacktrace:
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:377)
    at net.minecraft.client.main.Main.main(SourceFile:123)
    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: 1.12
    Operating System: Windows 10 (amd64) version 10.0
    Java Version: 1.8.0_131, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 473437256 bytes (451 MB) / 1083179008 bytes (1033 MB) up to 7635730432 bytes (7282 MB)
    JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx8192m -Xms256m -XX:PermSize=256m
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP 9.40 Powered by Forge 14.21.0.2373 Optifine OptiFine_1.12_HD_U_C3 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 minecraft{1.12} [Minecraft] (minecraft.jar)
    UCH mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
    UCH FML{8.0.99.99} [Forge Mod Loader] (forge-1.12-14.21.0.2373.jar)
    UCH forge{14.21.0.2373} [Minecraft Forge] (forge-1.12-14.21.0.2373.jar)
    UCH journeymap{1.12-5.4.7b3} [JourneyMap] (journeymap-1.12-5.4.7b3.jar)
    Loaded coremods (and transformers):
    GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 382.05' Renderer: 'GeForce GTX 980/PCIe/SSE2'
    Launched Version: forge-14.21.0.2373
    LWJGL: 2.9.4
    OpenGL: GeForce GTX 980/PCIe/SSE2 GL version 4.5.0 NVIDIA 382.05, NVIDIA Corporation
    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: Yes
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Packs: PureBDcraft 128x MC112 (1).zip, BDcraft Musics MC111.zip, PureBDcraft Damaged Items MC111.zip, PureBDcraft Extra Optifine MC111.zip, PureBDcraft More 3D Blocks MC111.zip, PureBDcraft More 3D Items MC111.zip, PureBDcraft Technology MC111.zip
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    CPU: 4x Intel(R) Core(TM) i5-6600K CPU @ 3.50GHz
    OptiFine Version: OptiFine_1.12_HD_U_C3
    Render Distance Chunks: 32
    Mipmaps: 4
    Anisotropic Filtering: 1
    Antialiasing: 0
    Multitexture: false
    Shaders: null
    OpenGlVersion: 4.5.0 NVIDIA 382.05
    OpenGlRenderer: GeForce GTX 980/PCIe/SSE2
    OpenGlVendor: NVIDIA Corporation
    CpuCount: 4


    OptiFine is compatible with Forge #2331.
    Currently Forge is in the process of rewriting the registry and it is unstable.
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD B9 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from babbajagga»

    anyone else is having those weird CTM glitched textures please?

    the method is standard CTM, nothing else specified.... but for some reason on woodlogs they keep glitching on horizontal blocks

    On vertical blocks they work fine.


    The end textures for the CTM are reversed.


    Which version is this?
    The bug was fixed several times, due to MC changing how rotated textures work which was breaking CTM.
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD B9 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Draco_Silvpath»

    Hey there, sorry if this has been asked before, but I was wondering why it takes soo darn long to load up a shader nowadays? Last time I played with shaders, ShadersModCore had to be added in as a separate mod, and it ran flawlessly with no real lag, and I could switch between shaders quickly for comparisons. If I try to even load a shader while ingame now, the game locks up, and often even crashes to desktop. Bothold and new cases wer eon heavily modded minecraft packs and with 12GB of ram allocated in the launch parameters.


    Some of the shaders require the resources to be reloaded in order to work properly.
    The classic ShaderModCore runs always with shaders enabled (extended vertex formats) even when no shader pack is selected. OptiFine can fully disable shaders when not used, this transition also needs the resources to be reloaded.
    Generally OptiFine tries to reload resources only when needed, so switching between similar shader packs should be fast. Enabling or disabling shaders or switching between shaders which use different configurations may need the resources to be reloaded.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B9 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from SwordShaman»

    Is there a way to define which blocks/items are light emitting for the dynamic lights portion of this mod? Certain items added by other mods give off light when placed, but not in the hand as vanilla items do. Thanks for any help you may provide.


    Which mod items?
    Posted in: Minecraft Mods
  • 1

    posted a message on Misa's Realistic Texture Pack (UPDATED 1JUL13)
    Quote from MWisBest»

    Huh. That seems like a bug with OptiFine to me. If the water textures are used in models, like the cauldron does, they don't get colorized.
    ...

    Interesting, I will have to check it.
    Posted in: Resource Packs
  • 0

    posted a message on OptiFine HD B9 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Cain_Seldon»

    Greetings. I am having issues with modded leaves using the latest optifine, shaders and Biomes o Plenty.


    Modded leaves are rendering without their colors being applied. Here is a screenshot:




    TL;DR, my modded trees have white leaves, is there a fix coming soon?


    Thanks

    -Cain


    "Video Settings -> Other -> Reset Video Settings" should fix it.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B9 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from schismatix»

    Its an issue with optifine and the latest forge, downgrade to forge 2294 until sp614x gets a fix out.


    Latest preview B9 should fix it.
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD B9 (FPS Boost, Dynamic Lights, Shaders and much more)

    I love Optifine :P


    :)
    Posted in: Minecraft Mods
  • 3

    posted a message on OptiFine HD B9 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Anonyfist»

    Does optifine allow a different gui for each color shulker box?


    Added to the TODO list: https://github.com/sp614x/optifine/issues/623
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B9 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from CaerMaster»

    OK, so I've now observed the microblock rendering glitches without OptiFine. Those I must now conclude are the fault of Forge Multipart/MCMultipart.

    However, the phantom blocks and the crash-to-desktop misrendering of Project Red lamp blocks are still occurring only if, and whenever, OptiFine is enabled.

    Can you post a screenshot or crash report of the Project Red problem?
    Posted in: Minecraft Mods
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