The inner corner of glass panes is as you can see in the following screenshot, but the stained glass pane works as it should. The reason for this seems to be, as I've said last time, that the glass pane files are 0-46, and the one for stained glass is 0-11 16-27 32-43 48-58.
...
The glass.properties are not correct.
This should work better:
As it was defined "glass.properties" was matching tile "glass" and connecting by tile. This is problematic for panes because they use 2 tiles (front and side). Connect by block + only sides for panes, should work correctly.
So, I've from time to time wanted to play around with shaders.
I know my computer can't run them smoothly, but for pictures I though it'd be worth it.
So far nothing has ever worked, I have a Intel(R) HDGraphics (Core i3) with around 4GB of RAM.
Is that anywhere close to even load one up even if you don't care about having 1FPS and just want to take pictures?
Because all shaders just make nothing appear,only one has ever let me see the UI, but that was it.
I don't know if it's my computer, the shaders, or OptiFine.
How do star (+sky) textures work in resourcepacks? As the documentation states, gbuffers_skybasic is used for stars. I draw them together with skycolor, before drawing a sun/moon. Since I draw my own sun and moon I disable texture output in gbuffers_skytextured, however doing so removes the stars / sky texture from resourcepacks.
So, I've from time to time wanted to play around with shaders.
I know my computer can't run them smoothly, but for pictures I though it'd be worth it.
So far nothing has ever worked, I have a Intel(R) HDGraphics (Core i3) with around 4GB of RAM.
Is that anywhere close to even load one up even if you don't care about having 1FPS and just want to take pictures?
Because all shaders just make nothing appear,only one has ever let me see the UI, but that was it.
I don't know if it's my computer, the shaders, or OptiFine.
A lots of shaderpacks do not work with Intel Graphics, try Sildur's Shaders.
This helped me to get my wool ctm working, although it's chosen black for all colors I'm pretty sure I can figure out how to fix that (I hope!), but how can I apply the wool ctm to carpets?
Rollback Post to RevisionRollBack
Everfree Server - A small & friendly survival build server for older 'Crafters.
It seems that optifine causes blocks loaded with the forge obj model system to have messed up UVs. Every quad has it's UVs halved around the center of the quad. If the uv was from 0,0 to 1,1 it becomes 0.25,0.25 to 0.75,0.75. I don't know if it literally changes the UVs or just messes up something in the rendering.
Rollback Post to RevisionRollBack
GENERATION 40: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment.
A lots of shaderpacks do not work with Intel Graphics, try Sildur's Shaders.
lol, Those are the ones I tried, but I found updating my graphics drivers (They were from 2010, I thought they were auto-udating) seemed to make some of them work.
Other shaders still don't work, so if I ever use any they'll be the ones you suggested, and for future shaders I now know to look for Intel compatibility so thank you!! <3
lol, Those are the ones I tried, but I found updating my graphics drivers (They were from 2010, I thought they were auto-udating) seemed to make some of them work.
Other shaders still don't work, so if I ever use any they'll be the ones you suggested, and for future shaders I now know to look for Intel compatibility so thank you!! <3
Sildur's Shaders should work with an Intel GPU.
Make sure to use the latest graphics drivers.
How do star (+sky) textures work in resourcepacks? As the documentation states, gbuffers_skybasic is used for stars. I draw them together with skycolor, before drawing a sun/moon. Since I draw my own sun and moon I disable texture output in gbuffers_skytextured, however doing so removes the stars / sky texture from resourcepacks.
So why are they not handled like default stars?
You probably mean the Custom Sky stars.
The vanilla stars are rendered as single colored squares and they use program "gbuffers_basic".
The Custom Sky stars are rendered as a texture (skybox) and they use program "gbuffers_textured", the same as the sun and moon. Sometimes the skybox includes the stars and moon in one texture, so they can not be separated.
I could suppress the classic sun and moon with a shaders property "drawSun=false" and "drawMoon=false" if this could help.
It seems that optifine causes blocks loaded with the forge obj model system to have messed up UVs. Every quad has it's UVs halved around the center of the quad. If the uv was from 0,0 to 1,1 it becomes 0.25,0.25 to 0.75,0.75. I don't know if it literally changes the UVs or just messes up something in the rendering.
You probably mean the Custom Sky stars.
The vanilla stars are rendered as single colored squares and they use program "gbuffers_basic".
The Custom Sky stars are rendered as a texture (skybox) and they use program "gbuffers_textured", the same as the sun and moon. Sometimes the skybox includes the stars and moon in one texture, so they can not be separated.
I could suppress the classic sun and moon with a shaders property "drawSun=false" and "drawMoon=false" if this could help.
As it was defined "glass.properties" was matching tile "glass" and connecting by tile. This is problematic for panes because they use 2 tiles (front and side). Connect by block + only sides for panes, should work correctly.
This just makes the connected textures not work, as you can see in this image.
There is a Graphic glitch on , hand held items , signs and skulls when shaders is turned on .I see this in all versions of Optifine . They become pixelated . Also any land behind leaves become invisible seen though the leaves . I think this is on AMD cards , since i don't hear anything referenced about Nvidia
All current shaders are causing this with the exception of , Chocapic13 Beta V6.2 High amd fix 3
...
Does it happen on older MC versions (1.8, 1.9)?
Does it happen with the Shaders Mod (1.7, 1.8)?
Does it happen without other mods installed (no Forge)?
If you look down a few lines, it's added to OF (though there might be some subtle differences from AtomicStryker's mod). Prismarine crystals in 1.7.10 would presumably require the Et Futurum mod or something similar, but I don't know how one would get spectator mode in 1.7.10.
Dynamic Lights in 1.7.10 only recognizes 1.7.10 items and features.
Is it possible to define which hand-held items/armor pieces can emit light and their radius? It would be cool if it was possible to define dynamic lights via properties file.
My launcher log is getting spammed with "GL error 0x0501: Invalid value at pre-useProgram" like crazy.
I tried turning off internal shaders back to GL lighting or whatever but no luck.
There's no crash log or anything though, even if there was I couldn't get it because it's spamming me with them so fast that it'd probably be gone in a second or two.
If I pause the game it spams me with "[22:26:21] [Client thread/ERROR]: 1281: Invalid value
[22:26:21] [Client thread/ERROR]: ########## GL ERROR ##########" like crazy next.
I'm using the 1.10.2 latest version.
[EDIT]: So, I think I was wrong, I just updated my graphics drivers and the issues are still there, plus a few graphical issues.
Notice that besides the black slice of pie, the villages shadow is cut off and the block I'm looking at has a blue line next t it.
(It was pointing at me a while back)
[EDIT...again]: So, I was messing around with some shaders, but I turned them all off and deleted them even thinking they were causing the issue, but no luck, so I downgraded to the 1.10_HD_U_A0 version, but the issues were still there and have been ever sense I used a couple shaders, I did though just update my graphics drivers so that might have something to do with it.
Weird, sorry for all the edits, I just want to give you the most info possible. X3
Does it happen on older MC versions (1.8, 1.9)?
Does it happen with the Shaders Mod (1.7, 1.8)?
Does it happen without other mods installed (no Forge)?
The glitches with entities (animals), skulls , signs , armorstands etc .. only shows up in versions 1.9 through 1.10.2 tested with Just Optifine standalone install . On Karyonix shaders , same versions , the entities are black . Using AMD Crimson drivers 16.6.2 Beta on R9 280x , but the same glitches on last few drivers that i tested .
Chocapic13 Beta V6.2 High amd fix 3 , KUDA-Shaders v6.2.81 and Robobo1221s shaders V 6.0 are not effected by the glitches .
Sildur's , SEUS , Continuum , MrMeepz Shaders v05 are effected by Graphic glitches
lol, Those are the ones I tried, but I found updating my graphics drivers (They were from 2010, I thought they were auto-udating) seemed to make some of them work.
Other shaders still don't work, so if I ever use any they'll be the ones you suggested, and for future shaders I now know to look for Intel compatibility so thank you!! <3
The glass.properties are not correct.
This should work better:
As it was defined "glass.properties" was matching tile "glass" and connecting by tile. This is problematic for panes because they use 2 tiles (front and side). Connect by block + only sides for panes, should work correctly.
So, I've from time to time wanted to play around with shaders.
I know my computer can't run them smoothly, but for pictures I though it'd be worth it.
So far nothing has ever worked, I have a Intel(R) HDGraphics (Core i3) with around 4GB of RAM.
Is that anywhere close to even load one up even if you don't care about having 1FPS and just want to take pictures?
Because all shaders just make nothing appear,only one has ever let me see the UI, but that was it.
I don't know if it's my computer, the shaders, or OptiFine.
Friendship is magic!
How do star (+sky) textures work in resourcepacks? As the documentation states, gbuffers_skybasic is used for stars. I draw them together with skycolor, before drawing a sun/moon. Since I draw my own sun and moon I disable texture output in gbuffers_skytextured, however doing so removes the stars / sky texture from resourcepacks.
So why are they not handled like default stars?
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
A lots of shaderpacks do not work with Intel Graphics, try Sildur's Shaders.
This helped me to get my wool ctm working, although it's chosen black for all colors I'm pretty sure I can figure out how to fix that (I hope!), but how can I apply the wool ctm to carpets?
Everfree Server - A small & friendly survival build server for older 'Crafters.
It seems that optifine causes blocks loaded with the forge obj model system to have messed up UVs. Every quad has it's UVs halved around the center of the quad. If the uv was from 0,0 to 1,1 it becomes 0.25,0.25 to 0.75,0.75. I don't know if it literally changes the UVs or just messes up something in the rendering.
GENERATION 40: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment.
lol, Those are the ones I tried, but I found updating my graphics drivers (They were from 2010, I thought they were auto-udating) seemed to make some of them work.
Other shaders still don't work, so if I ever use any they'll be the ones you suggested, and for future shaders I now know to look for Intel compatibility so thank you!! <3
Friendship is magic!
Sildur's Shaders should work with an Intel GPU.
Make sure to use the latest graphics drivers.
You probably mean the Custom Sky stars.
The vanilla stars are rendered as single colored squares and they use program "gbuffers_basic".
The Custom Sky stars are rendered as a texture (skybox) and they use program "gbuffers_textured", the same as the sun and moon. Sometimes the skybox includes the stars and moon in one texture, so they can not be separated.
I could suppress the classic sun and moon with a shaders property "drawSun=false" and "drawMoon=false" if this could help.
Screenshot?
That's what I imagined, and this would help alot!
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
This just makes the connected textures not work, as you can see in this image.
Make one "glass.properties" and one "glasspane.properties" exactly as the stained glass in the resource pack.
File "glass.properties":
File "glasspane.properties":
Added to TODO list: shader properties drawSun and drawMoon.
Here is the model with and without optifine. In the optifine screenshot the cloth only shows the middle of the cloth texture section
GENERATION 40: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment.
Does it happen on older MC versions (1.8, 1.9)?
Does it happen with the Shaders Mod (1.7, 1.8)?
Does it happen without other mods installed (no Forge)?
And,
Is it possible to define which hand-held items/armor pieces can emit light and their radius? It would be cool if it was possible to define dynamic lights via properties file.
EzerArch.com | Armourer's Workshop Skins | MCHeli Content Pack Addons | Resource Packs | YouTube | G+ | Twitter
My launcher log is getting spammed with "GL error 0x0501: Invalid value at pre-useProgram" like crazy.
I tried turning off internal shaders back to GL lighting or whatever but no luck.
There's no crash log or anything though, even if there was I couldn't get it because it's spamming me with them so fast that it'd probably be gone in a second or two.
If I pause the game it spams me with "[22:26:21] [Client thread/ERROR]: 1281: Invalid value
[22:26:21] [Client thread/ERROR]: ########## GL ERROR ##########" like crazy next.
I'm using the 1.10.2 latest version.
[EDIT]: So, I think I was wrong, I just updated my graphics drivers and the issues are still there, plus a few graphical issues.
Notice that besides the black slice of pie, the villages shadow is cut off and the block I'm looking at has a blue line next t it.
(It was pointing at me a while back)
[EDIT...again]: So, I was messing around with some shaders, but I turned them all off and deleted them even thinking they were causing the issue, but no luck, so I downgraded to the 1.10_HD_U_A0 version, but the issues were still there and have been ever sense I used a couple shaders, I did though just update my graphics drivers so that might have something to do with it.
Weird, sorry for all the edits, I just want to give you the most info possible. X3
Friendship is magic!
The glitches with entities (animals), skulls , signs , armorstands etc .. only shows up in versions 1.9 through 1.10.2 tested with Just Optifine standalone install . On Karyonix shaders , same versions , the entities are black . Using AMD Crimson drivers 16.6.2 Beta on R9 280x , but the same glitches on last few drivers that i tested .
Chocapic13 Beta V6.2 High amd fix 3 , KUDA-Shaders v6.2.81 and Robobo1221s shaders V 6.0 are not effected by the glitches .
Sildur's , SEUS , Continuum , MrMeepz Shaders v05 are effected by Graphic glitches
No problem, enjoy the shaders.