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[Shaders]: Tileentities don't cast shadows (with certain conditions)
Darek505 opened this issue · 0 comments
Your GTNH Discord Username
darek505
Mod Version
1.0.0-beta35
Bug Report
Shaders used: ComplementaryReimagined_r5.4 + EuphoriaPatches_1.5.2
getRenderBoundingBox() != TileEntity.INFINITE_EXTENT_AABB
In vanilla this can be reproduced with chests.
It starts with x/z coordinates 0/0 :
All tileentities located along the x/z 0/0 axes do not cast shadows.
What’s interesting is that such “strips” are repeated every 15 blocks (16 counting the source):
getRenderBoundingBox() == TileEntity.INFINITE_EXTENT_AABB
Here's a little simpler, tileentities that have TileEntity.INFINITE_EXTENT_AABB in getRenderBoundingBox() do not cast shadows at all:
Strange things
For some reason, some tileentities (with getRenderBoundingBox() != TileEntity.INFINITE_EXTENT_AABB) can still cast shadows even while on these axes:
Same thing with all other vanilla tileentities (except chest):
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
Mod List or GTNH Pack Version
+unimixins-all-1.7.10-0.1.18
angelica-1.0.0-beta35
gtnhlib-0.6.11
HBM-NTM-.1.0.27_X5245_H261
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)