Angelica

Angelica

125k Downloads

Blocks lighting issue

LjeDamos opened this issue ยท 6 comments

commented

Your GTNH Discord Username

ljedamos

Mod Version

1.0.0-beta3

Java Version

Java 21

Graphics Card Vendor

NVidia

Bug Report

After updating to beta 3 lighting on casings became slightly off. They are now blackface slightly darker than other multiblock blocks.
image

Mod List or GTNH Pack Version

2.6.1

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

F3 + A doesnt help.
This persist with and without nightvision buff. Hovewer if disable smooth lighting and nightvision, they are completely black, atleast stainless steel ones
image

commented

With smooth lighting -
Affected sides are (slightly darker):
bottom, west, east.

up, south and north are displayed fine.

Without smooth lighting it is just a mess (coil blocks too):
image

commented

Stone block, AE2 wireless connectors, plascrete blocks, dire autocrafting benches affected too.
image

commented

I have some ideas for this, it's definitely related to my beta3 changes. I will see if I can figure out a fix tomorrow. If not we can probably roll-back the sodium AO enforcement in a beta4 until we can figure out how to properly handle ISBRH's trying to use piggyback on vanilla AO.

commented

I have some ideas for this, it's definitely related to my beta3 changes. I will see if I can figure out a fix tomorrow. If not we can probably roll-back the sodium AO enforcement in a beta4 until we can figure out how to properly handle ISBRH's trying to use piggyback on vanilla AO.

I can infact confirm it's caused by beta3 changes.

beta.3
2024-07-31_02 16 54

beta.2
2024-07-31_02 17 54

commented

I believe this was fixed with beta4, if I turn out to be wrong about that, feel free to re-open.