Dynamic Stealth

Dynamic Stealth

327k Downloads

Render issues with Optifine + BSL Shaders

Clyybber opened this issue ยท 7 comments

commented

Looks like depth-buffer/transparency issues?
Screenshots:
https://imgur.com/a/C0WmsqO

commented

I've seen this kind of issue with transparency and shaders before, with leaves particles from coro's weather mod.
I guess a workaround/solution would be to add an option to disable entity fading completely, as even with the parameters set to the values where it shouldn't matter, the issue is still present.

commented

ping @Laike-Endaril just in case you missed this, or need help reproducing

commented

Github doesn't have a normal way to get notifications for new issues on your own repos, unfortunately (pet peeve)...so I hadn't seen this post yet.

Looking back at the code for entity fading now, I can see a couple possible issues with shaders. I'll look into it

commented

Oh, I think it does, you have to watch the repo (right next to the star and fork buttons)

Thanks for looking into it :)

commented

For some reason I thought I had tried that already, but maybe not? In any case, trying it :P
Maybe it was just that it didn't have a way to do so globally, for all owned repos...idk

Anyway, duplicated the issue. Trying to decide if I can make the fading itself actually compatible or not (ie. display in an expected manner, even with fading + shaders)

commented

Found the main issue you're probably having; either optifine or this shaderpack (did not test which) is incompatible with the vanilla glow effect (in addition to entity fading). Possibly one of the reasons they have their own glow effect...but for some reason theirs is not triggering correctly. I'm guessing they based it on the potion effect instead of the boolean check...

Anyway, by default, DS uses a glow effect on your currently focused target. Disabling this (along with entity fading) fixes the issue for me while using the shader.

You can disable this in
(client settings -> HUD -> targeting HUD style -> glow)

Almost 100% sure this will fix your issue, but if not, tell me and I'll reopen

commented

(Side note: no, I cannot actually make the fading compatible from my end. It would have to be supported from the shader side to work correctly with it enabled)