Hey sp614x, I'm just wondering if the option of not clearing a texture/color attachment at the beginning of a frame is still a possibility in order to retain texture data across frames as we discussed. This really would be quite useful!
Help please!!! Its horrible to play without Optifine in order to avoid this happening!!
Mantle Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifine
Snipped.
"Mantle Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifine"
I'm not an expert with this sort of thing, but going off that line, it seems that one or more of your mods aren't compatible with Optifine. Maybe try removing the mod and check if you're still getting a crash.
I've been playing with cit since it was added to optifine and love it so much. Still have not mastered it at all though. You created ItemBound, right? I'm probably going to take some inspiration from it as I make my own textures if that is ok.
Still cannot find a fix/reason as to why when I turn on VBOs (only in Optifine for some reason) it does this (its at the bottom with attachments). Any Ideas on how to fix?
Still cannot find a fix/reason as to why when I turn on VBOs (only in Optifine for some reason) it does this (its at the bottom with attachments). Any Ideas on how to fix?
Here's the Log:
...
Have you tried:
- other resource pack (default)
- smaller render distance
- give more memory to Minecraft
Hey sp614x, I'm just wondering if the option of not clearing a texture/color attachment at the beginning of a frame is still a possibility in order to retain texture data across frames as we discussed. This really would be quite useful!
Definitely, but it is still not clear how it should be configured and how it will be used.
Please create an issue on the issue tracker for further discussion: https://github.com/sp614x/optifine/issues
Definitely, but it is still not clear how it should be configured and how it will be used.
Please create an issue on the issue tracker for further discussion: https://github.com/sp614x/optifine/issues
The Meaning of Life, the Universe, and Everything.
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SuperSoldier1337
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I would like to report a bug with Optifine. When fast math is enabled under the performance tab, the dungeons in my world generate incorrectly. It took me a while to figure out which option was doing this.
How to reproduce:
Have fast math ON;
Generate my world by typing "pollinating sandboxes" in the world seed box to get seed 0;
Go to these coordinates: XYZ: 0 54 110 and there will be no dungeon when there should be one;
Next repeat the previous steps but instead with fast math OFF or vanilla Minecraft and there will be a skeleton dungeon.
This bug has baffled me and kept me from playing Minecraft with Optifine for a while because I hate inconsistency. I can play Minecraft with Optifine's fast math off, but I would really appreciate it if this would be fixed. It is also very silly that a "graphics program" for Minecraft should change the way worlds are generated. Wouldn't you agree? Please fix this sp614x. Thanks.
Chloramine (not chlorine) is used to disinfect our water, but in the process it hurts us. Make chloramine a well known national issue in the U.S. It causes health problems. WARN your friends!
Hello! On Optifine.net I am having a problem. When I go to change my cape, (Which I paid for) and log in, it doesn't let me, no matter what I type in as the password. Please Help!
I would like to report a bug with Optifine. When fast math is enabled under the performance tab, the dungeons in my world generate incorrectly. It took me a while to figure out which option was doing this.
How to reproduce:
Have fast math ON;
Generate my world by typing "pollinating sandboxes" in the world seed box to get seed 0;
Go to these coordinates: XYZ: 0 54 110 and there will be no dungeon when there should be one;
Next repeat the previous steps but instead with fast math OFF or vanilla Minecraft and there will be a skeleton dungeon.
This bug has baffled me and kept me from playing Minecraft with Optifine for a while because I hate inconsistency. I can play Minecraft with Optifine's fast math off, but I would really appreciate it if this would be fixed. It is also very silly that a "graphics program" for Minecraft should change the way worlds are generated. Wouldn't you agree? Please fix this sp614x. Thanks.
Optifine isnt just a graphics program. For all you know, Fast Math uses optimized sin and cos function CPU side think before you speak amirite
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Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
I have a suggestion. Custom grass color based on dimension! Right now the nether uses the desert grass. I would like to make the nether grass bright orange or red. And I would like to make the end grass purple. Or is there already a way to do this?
I've found that CTM doesn't work at all in 1.11 (I've tried multiple resource packs, and yes, I've checked that it was enabled in my settings). Does anyone know a reason or explanation for this?
I have a suggestion. Custom grass color based on dimension! Right now the nether uses the desert grass. I would like to make the nether grass bright orange or red. And I would like to make the end grass purple. Or is there already a way to do this?
You can use the grid colourmap format to specify biome colours for the Nether and End. Here's the file that explains how it works, and here's the template so you can get an idea of what it looks like. The Nether has a biome ID of 8 and the End has a biome ID of 9, so putting solid coloured lines along x=8 and x=9 will give the respective dimensions those biome colours.
I've found that CTM doesn't work at all in 1.11 (I've tried multiple resource packs, and yes, I've checked that it was enabled in my settings). Does anyone know a reason or explanation for this?
I've found updating the pack version in pack.mcmeta fixed it completely.
Hey sp614x, I'm just wondering if the option of not clearing a texture/color attachment at the beginning of a frame is still a possibility in order to retain texture data across frames as we discussed. This really would be quite useful!
Creator of Sonic Ether's Unbelievable Shaders
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Time for an update:
Snipped.
"Mantle Environment: DO NOT REPORT THIS CRASH! Unsupported mods in environment: optifine"
I'm not an expert with this sort of thing, but going off that line, it seems that one or more of your mods aren't compatible with Optifine. Maybe try removing the mod and check if you're still getting a crash.
Thank you!
I've been playing with cit since it was added to optifine and love it so much. Still have not mastered it at all though. You created ItemBound, right? I'm probably going to take some inspiration from it as I make my own textures if that is ok.
Can't wait!!!!
Still cannot find a fix/reason as to why when I turn on VBOs (only in Optifine for some reason) it does this (its at the bottom with attachments). Any Ideas on how to fix?
Here's the Log:
Have you tried:
- other resource pack (default)
- smaller render distance
- give more memory to Minecraft
Definitely, but it is still not clear how it should be configured and how it will be used.
Please create an issue on the issue tracker for further discussion: https://github.com/sp614x/optifine/issues
Update to 1.10.2 or 1.11 - 1.7.10 has issues and I wish mod devs would make the leap.
Until someone ports this legendary mod I am leaving the minecraft scene. http://www.cosc.canterbury.ac.nz/greg.ewing/minecraft/mods/ArchitectureCraft/#mozTocId598776 I have watched too many legendary mods die and carpenters blocks sudden fallout out of mainstream made me cry. I realize the source is messy but some of the best mods from 1.6.4 and 1.7.10 were.
-yes
-yes
-I think, could you tell me how to?
sp614x has only been working on Ultra versions for 3 years now, I believe standard and light are done forever. Maybe he will someday. Maybe.
Alright, I've created the issue and provided an example for the usage of this functionality https://github.com/sp614x/optifine/issues/399
Creator of Sonic Ether's Unbelievable Shaders
Facebook | Twitter | Patreon
The bug where pistons flash invisible was fixed in 1.11.2 but it is not fixed in OptiFine 1.11.2.
I would like to report a bug with Optifine. When fast math is enabled under the performance tab, the dungeons in my world generate incorrectly. It took me a while to figure out which option was doing this.
How to reproduce:
Have fast math ON;
Generate my world by typing "pollinating sandboxes" in the world seed box to get seed 0;
Go to these coordinates: XYZ: 0 54 110 and there will be no dungeon when there should be one;
Next repeat the previous steps but instead with fast math OFF or vanilla Minecraft and there will be a skeleton dungeon.
This bug has baffled me and kept me from playing Minecraft with Optifine for a while because I hate inconsistency. I can play Minecraft with Optifine's fast math off, but I would really appreciate it if this would be fixed. It is also very silly that a "graphics program" for Minecraft should change the way worlds are generated. Wouldn't you agree? Please fix this sp614x. Thanks.
Hello! On Optifine.net I am having a problem. When I go to change my cape, (Which I paid for) and log in, it doesn't let me, no matter what I type in as the password. Please Help!
Optifine isnt just a graphics program. For all you know, Fast Math uses optimized sin and cos function CPU side think before you speak amirite
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
I have a suggestion. Custom grass color based on dimension! Right now the nether uses the desert grass. I would like to make the nether grass bright orange or red. And I would like to make the end grass purple. Or is there already a way to do this?
I've found that CTM doesn't work at all in 1.11 (I've tried multiple resource packs, and yes, I've checked that it was enabled in my settings). Does anyone know a reason or explanation for this?
You can use the grid colourmap format to specify biome colours for the Nether and End. Here's the file that explains how it works, and here's the template so you can get an idea of what it looks like. The Nether has a biome ID of 8 and the End has a biome ID of 9, so putting solid coloured lines along x=8 and x=9 will give the respective dimensions those biome colours.
I've found updating the pack version in pack.mcmeta fixed it completely.
Do you mean the pack format? As far as I know, 3 is the only one that works in 1.11; is there something else that I'm missing?