Angelica

Angelica

9.7k Downloads

OpenComputers robot rendering issues

SKProCH opened this issue ยท 7 comments

commented

Your GTNH Discord Username

skproch

Mod Version

1.0.1-alpha27

Java Version

Java 21

Graphics Card Vendor

NVidia

Bug Report

Chest and held items are shown white through blocks. When looking at robot all screen will turn white.

Animation.mp4

Mod List or GTNH Pack Version

GTNH 2.5.1

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.
  • I am running an officially released version. (Or, if I've compiled it myself I plan to fix the issue)
  • This issue is not related to a feature that is disabed by default - Shaders, MCPF, etc. [They'll be enabled when they're ready for testing]
commented

Yep, this is partially fixed now, not not fully:

image

Chests still opaque, animation of robot floating and red line in the middle updates one time at second:

Animation.mp4

Text inside robot is still sometimes unreadable:

image

commented

Does it happen with the GL State Manager disabled?

commented

Does it happen with the GL State Manager disabled?

What does you mean by GL State Manager?

This setting?
image

If yes, it helps partially. There is no white screen when pointing to robot, and robot renders weirdly in other way:
image

commented

Same setup here, with GL state manager disabled it doesn't bug as bad.

But when you have it in your hand it bugs the HUD

image

commented

2024-02-24_21 59 15

Can confirm this is still happening in alpha 29 alongside J20 and GTNH 2.5.1.
Also, when holding the robot it increases the Journey Map minimap to half my screen?

commented

lololol that's hilarious

GL state leakage I'd guess... or a wayward transform/scale

commented

2024-02-24_21 59 15

Can confirm this is still happening in alpha 29 alongside J20 and GTNH 2.5.1. Also, when holding the robot it increases the Journey Map minimap to half my screen?

Large minimap is fixed by disabling the GL State Cache option, however the rendering of the inworld TE still isn't fixed.