Lexica Botania Hand Render Glitch on 1.7.10
Opened this issue ยท 24 comments
Can you get this to happen without any other mods? I'm assuming one of them is messing up, as it renders fine for me.
It happens with just Baubles and Botania. https://gist.githubusercontent.com/blue42u/5aa9c9ba0fa9ada63a4b/raw/c7cae23f5348f3a8adc8f1f2c6e2f3b256cf4b09/fml-log-2.log
Hm. This is really weird, might be related to forge. I'll see if anyone else can reproduce it.
Try rolling back to see which version is the first one to cause issues, then it'll be easy to check the modified code and pinpoint the issue.
Been bisecting using the builds: I can't see the text on build 50 and below, and it's like in the pic on 51 and above. Will do commit-based bisecting tonight.
The text was added in 51. A while back. As I said, it might be a change in forge, are you using the very latest?
Nope. Still the same. I'll close this until I can do some more advanced testing.
Dammit, I accidently deleted a comment, whoever it was (can't remember the username), please place it back since it was useful, sorry for that :|
Got it from my email:
@adudney
Happens for me on Botania 96, Forge 10.13.0.1190, Mac OS 10.9.4, Java 1.7.0_55. With just Botania and Baubles installed
Anyway, back on track, yours doesn't render at all, which is also quite interesting, is it only because of the ice?
I think #221 might just fix it, I'll pull it down and test.
Yup, #221 fixes it for me.
Windows works fine. Also, LWJGL should be platform independent... And "rotation command" is a pretty basic thing, can't see how am implementation could screw it up and no one would notice until a random MC mod bug...
That just might be the case actually... The original code is rotating by a zero vector, which is undefined, and it's probably causing the bug. The input is automatically normalized, which would produce either floating point issues, infinity, or just set it all to 1,and I don't think it's what was intended.
I think it's 2 different manifestations of the same bug, seeing as how I'm on a Mac and @blue42u is on Linux, it's probably just the different opengl implementations handling the rotation command differently.