Canvas Renderer

Canvas Renderer

202k Downloads

Broke Fluid Renderer Biome Coloring

ChloeDawn opened this issue ยท 3 comments

commented

Canvas version: 0.6.42
Fermion version: 0.4.2
Fabric version: 0.3.0-pre+build.165

When Canvas is loaded, the underside of fluids is rendered incorrectly.

With Canvas:

Screenshot of fluid with Canvas loaded

Without Canvas:

Screenshot of fluid without Canvas loaded

Configuration:

canvas.json5
{ 
	/* Applies material properties and shaders to items. (WIP) */ 
	"itemShaderRender": false,
	/* Reduces terrain lighting to full darkness in absence of moon/torch light. */ 
	"hardcoreDarkness": false,
	/* Makes terrain fog a little less foggy. */ 
	"subtleFog": false,
	/* Truly smoothh lighting. Some impact to memory use, chunk loading and frame rate. */ 
	"hdLightmaps": true,
	/* Slight variation in light values - may prevent banding. Slight performance impact and not usually necessary. */ 
	"lightmapNoise": true,
	/* Mimics directional light. */ 
	"diffuseShadingMode": "SKY_ONLY",
	/* Makes light sources less cross-shaped. Chunk loading a little slower. Overall light levels remain similar. */ 
	"lightSmoothing": true,
	/* Mimics light blocked by nearby objects. */ 
	"aoShadingMode": "NORMAL",
	/* Setting > 0 may give slightly better FPS at cost of potential flickering when lighting changes. */ 
	"maxLightmapDelayFrames": 0,
	/* Helps with chunk rebuild and also rendering when player is moving or many blocks update. */ 
	"fastChunkOcclusion": true,
	/* Draws multiple chunks with same view transformation. Much faster, but try without if you see visual defects. */ 
	"batchedChunkRender": true,
	/* Adjusts quads on some vanilla models (like iron bars) to avoid z-fighting with neighbor blocks. */ 
	"preventDepthFighting": true,
	/* Forces game to allow up to this many nanoseconds for chunk loading each frame. May prevent chunk load delay at high FPS. */ 
	"minChunkBudgetNanos": 100000,
	/* Output runtime per-material shader source. For shader development debugging. */ 
	"shaderDebug": false,
	/* Shows HD lightmap pixels for debug purposes. Also looks cool. */ 
	"lightmapDebug": false,
	/* Summarizes multiple errors and warnings to single-line entries in the log. */ 
	"conciseErrors": true,
	/* Writes information useful for bug reports to the game log at startup. */ 
	"logMachineInfo": true
}
commented

So far not able to reproduce. Any chance you have a world seed/pos where that happened? Some bugs have been very situational.

commented

For anyone who wants to help with this: I've seen it happen once but haven't reproduced it consistently. May not be an "easy" issue but would likely serve as an introduction to much of the codebase if you track it down.

commented

Unable to reproduce in 1.16 version.