Suggestion: Could you add a small indication of when the rendering is enabled? (maybe to the F3 screen so that it isn't visible all the time, even when it is enabled) Now there is no way to know (that I know of) if the rendering is enabled, unless you are near a known structure.
Also, any idea what might be causing this: &
(That's an old fortress, probably not loaded in 1.6.4, and that's why the boxes are off. An excellent example of why this mod is so useful :p)
@taz4hvn There's not a massive amount of computation going on for doors but maybe it's just extra stuff to render! As for the fill, that's weird as I have this running in Vanilla 1.8.1 with Optifine and the fill looks like this...
@masa_fi - I like the idea. I should be able to add something like that to the debug screen - i'll look into it.
As for the youtube video thing - I've seen this myself and couldn't figure out why it happened. Thinking about it now I did make one minor change to how much the bounding boxes are enlarged (so they surround the block) that might've caused it - I'll fire up an older version and check it out.
It is really strange, since in my case the BBs were like dozens of blocks behind the blocks that they then suddenly render in front of. Maybe some sort of rendering order issues? Although not sure why the angle would affect that...? Are you rendering the boxes before the actual world render happens?
@masa_fi - I'm rendering at the same time as the bboutline mod was - The impression I got was that the z ordering is handled by OpenGL's depth buffer. I see you have built a few mods so if you have any pointers please let me know! The code is linked from the first post.
Unfortunately I'm a total beginner when it comes to rendering things and OpenGL :/ But my understanding is that since 1.7 vanilla does some sort of distance sorting for blocks to handle the transparent blocks, so that kind of makes me assume that rendering order would still matter. Or maybe that's only for (at least partially) transparent things (which would make sense).
My first thought though was that the bounding boxes should be rendered before the world renders, that way the blocks would render in front of them where they should be hidden (aka behind blocks). Although then again without the depth buffer or other z-order stuff then all of the BBs would be hidden... Blah, I really should learn some rendering stuff, I'm going to need it soon myself anyway...
I downloaded this mod so I could check the bounding boxes of a nether fortress that I build a wither farm at, and they seem to be all wrong. There are outlines for fortresses that never existed, and no bounding boxes on the fortress that I built at, or any others, even though there are wither skeletons spawning (albeit slower than usual). The map was generated in 1.7 and is on a server running 1.8.3. I loaded it in single player with 1.8 Forge and experienced the problem. (I also noticed that slime chunks were incorrect, but villages and witch farms were right.)
EDIT: Found out that the seed of my map randomly changed, so it was showing bounding boxes for a new seed on old generated land. I fixed the seed so it's back to the original, but the fortress bounding boxes don't line up with the fortresses generated on the same seed.
@Toasted_Baby - Have a look at your fortress.nbt file in NBT Explorer or similar. If you are using the local dat file option (which it sounds like you are) then we load what is in that file - if that file is incorrect there's not a lot I can do about it I'm afraid - if you load the game in single player do the fortresses render properly?
I recentlly downloaded and installed your mod and found that if you are using Optifine the game will crash. I am on 1.8.1 vanilla. I am using AmbientOcclusion's X-ray mod(which is also an installer that you can drag and drop other mods onto and it will do all the mod installation for you). I have tried it with a variety of mods and so far Optifine is the only one that it crashes on. Kudos to you sir for a very fine working and looking mod so far. I will see if I can replicate the crash so that I can provide you a crash report if you like.
@Dracconis Okay that's odd because I just installed the mod using xray installer against an OptiFine profile and it all worked a treat. If you do repro it can you please ping me the error message in a PM!
Another suggestion: I would really love to have a hotkey for toggling the filled drawing.
And a question: any idea why in certain areas of our nether having the BB drawing enabled kills my frame rate? I go from about 190 fps to around 25 fps. And it seems to only be in certain areas, elsewhere it's fine. Those areas are some of the oldest on our server, they probably don't have any fortresses, could that somehow cause it?
Btw how are you compiling the mod against vanilla? Using MCP? There is another idea I would first like to try out to implement myself to see if it would work.
@Dracconis I've just spent the evening editing bytecode to see what introduces this issue. It would appear that if I call the render method on the mod (even if it's not active so doesn't do anything) it crashes when trying to render tall grass! Will keep looking!
@masa_fi I had wondered about a hotkey to toggle filling - will add to the requested feature list.
Not sure about the fps drop; I've seen the same thing but can't understand why that might be - it happens for me in chunks -12 -> 12 on the x and z. I don't do anything strange as far as I know for those chunks. Will keep looking.
As for compiling the mod, yes I use MCP with custom mappings for 1.8.1 - Check out the OptiFine thread where they released mcp910 config for 1.8.1.
@Toasted_Baby I've just experienced this issue on Forge 1.8 too! It doesn't happen on Vanilla 1.8 or 1.8.1 so think Forge might be messing something up. Are you able to try the vanilla builds to confirm it's more accurate?
Hey guys - Looks like there is an issue with using Forge against vanilla worlds. If you are loading a vanilla world into Forge then you will need to copy the fortress.dat file from the data folder to a new data folder in DIM-1 folder. If you don't do this then the nether fortresses will be regenerated based on the current version of minecraft, breaking things like skelly farms!
I've raised an issue on Forge and submitted a code change but I've no idea if it will be merged or not.
A couple of people have highlighted an issue when using this mod with OptiFine and this mod together. I've tried building a mod that does absolutely nothing and plugged it in the render pipeline at the same place as BBOR/Forge and the same issue occurs. At the moment I'm lost on how to move this issue forward but will keep you posted.
Hey i just got this mod, and i tried it in single player. It is perfect for what i needed. The only problem is that it doesnt work on servers. I was just wondering if there is any other way around that other than the dat files. Thanks for your time.