Angelica

Angelica

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[Shaders]: Tileentities does not cast shadows

Darek505 opened this issue ยท 6 comments

commented

Your GTNH Discord Username

darek505

Mod Version

1.0.0-beta13

Java Version

Java 8

Graphics Card Vendor

NVidia

Shaders

Yes: Please put relevant information about shaderpack in the report(what shaderpack, any special settings of note, etc)

MCPF or other features disabled by default

No: Go ahead and create an issue

Bug Report

Shaders used: BSL_v8.2.09 | ComplementaryReimagined/Unbound_r5.3

2024-10-29_22 38 46

2024-10-29_22 39 32

Mod List or GTNH Pack Version

[โœ”] +unimixins-all-1.7.10-0.1.18
[โœ”] angelica-1.0.0-beta14
[โœ”] gtnhlib-0.5.18

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 - MCPF, etc. [They'll be enabled when they're ready for testing]
commented

A few new bugs I could find:

version used - 1.2) - 3.2) - 1.0.0-beta14,
4.2) - 538b388 (probably known?)

1.2) Enchanted items in hand do weird things with water:

2024-10-30.21-14-01.mp4
2024-10-30.21-14-09.mp4
2024-10-30.21-14-36.mp4

2.2) FOV changes as if underwater, but camera is not in water (very close in fact):

2024-10-30.21-16-18.mp4

2024-10-30_21 21 53
2024-10-30_21 21 56

3.2) Hitting a mob with a glowing texture (spider, enderman) does weird things with rendering (forced vanilla skybox, broken alpha):

2024-10-30.21-17-34.mp4

4.2) (probably known?) BSL only: happens after 538b388, day is considered night:

2024-10-30.21-14-51.mp4
commented

Can you split these up into multiple bugs reports? It makes it much easier to find and close issues.

commented

For number 2 here, that is from separateAo, see #685

commented

For number 2 here, that is from separateAo, see #685

The blocky lighting issue is visible, yes, but what he's talking about are the shadows cast by the grass/torch - they're much larger than the blocks in question should be casting.

commented

Regarding issue 4 - it seems like TAA antialiasing is affected, both in BSL and Complementary; using only FXAA works fine

commented

I noticed that this doesn't work on some tileentities from other mods, like hbm's ntm:

2024-10-31_21 45 25

some tileentities cast shadows, but most don't