Angelica

Angelica

9.7k Downloads

Entity block rendering issue when ME Storage Monitor is in view.

Tree-er233 opened this issue ยท 3 comments

commented

Your GTNH Discord Username

tree_er

Mod Version

1.0.0-Alpha11

Java Version

Java 21

Bug Report

image
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Problems occur when ME Storage Monitor is enabled.

Mod List or GTNH Pack Version

GTNH 2.5.1 with
LWJGL3ify 1.5.7
Hodgepodge 2.4.4
CodeChickenCore/Lib 1.2.0

Final Checklist

  • I have searched the issues and haven't found a similar issue.
  • I have read the known incompatibilities and this is not related to one of those.
  • This issue is not shader related (they aren't ready yet for testing)
commented

After some investigation, this appears to be a problem with AE2's use of a display list for the storage monitor rendering, and particularly Angelica's GLStateManager handling of the state changed during the display list call.

This is the particular spot in AE2 that handles the storage monitor rendering, and where the display list is implemented: https://github.com/GTNewHorizons/Applied-Energistics-2-Unofficial/blob/master/src/main/java/appeng/parts/reporting/AbstractPartMonitor.java#L219

In testing, if the display list is removed, and instead the this.tesrRenderScreen call is used directly every time, then the bug does not occur. It also does not seem related to the difference between GL_COMPILE and GL_COMPILE_AND_EXECUTE because the bug persists regardless of which mode is used on the display list.

This can be easily re-produced with only AE2 present alongside Angelica. The storage monitor simply needs to render before the other TESRs on screen(this bug seems to re-produce with any TESR, vanilla chest works for example). Easy way to re-produce is to put the other TESR in a different chunk and position yourself such that the storage monitor is in the chunk closer to you.

commented

This is fixed by #168 and should be in next Alpha release(alpha14)

commented

Gonna re-open this for the moment. The first fix only worked if batched font rendering was disabled, #174 also fixes this with batched font rendering enabled, so I'll close this again when that is merged or we have a different solution for it.