FarPlaneTwo

FarPlaneTwo

18.5k Downloads

Broken rendering of non-full blocks

nl1213 opened this issue ยท 7 comments

commented

Any textures that are Glass panes Fences and Pathways and are in render distance will show up as missing textures. What's interesting to note is that the actual texture will be inside the missing texture as in if you were to walk into the missing texture block you will see the original textures inside of it.

Bug Report

commented

For snow, can't you just make snowy grass render properly? It wouldn't be perfect but it would at least make it show on grass

commented

Hello, this if fixed would bring compatibility to a mod called Little Tiles

commented

no, it actually wouldn't - Little Tiles uses a non-standard system for rendering blocks, and all the actual tile data is stored in tile entity data rather than the block state. it's unlikely that Little Tiles' blocks will ever show up properly with FP2, even with integration from their end.

commented

no, it actually wouldn't - Little Tiles uses a non-standard system for rendering blocks, and all the actual tile data is stored in tile entity data rather than the block state. it's unlikely that Little Tiles' blocks will ever show up properly with FP2, even with integration from their end.

will this be the case with any mods that use custom renders? I know a few people are excited to use this alongside my Road mod (being able to see roads for miles would obviously have big benefits) but I'm literally halfway through switching from the blockstate system to rendering directly by creating baked models at runtime (which weirdly improves performance overall).
Would my blocks still work as they're using baked models even though there is no data about them in the blockstate, or should I offer some kind of basic blockstate fallbacks for farplane to use to at least show something at distance?

(Also do you have a discord server for this?)

commented

(Also do you have a discord server for this?)

https://discord.gg/FrBHHCk
It's one of the badges

commented

will this be the case with any mods that use custom renders? I know a few people are excited to use this alongside my Road mod (being able to see roads for miles would obviously have big benefits) but I'm literally halfway through switching from the blockstate system to rendering directly by creating baked models at runtime (which weirdly improves performance overall). Would my blocks still work as they're using baked models even though there is no data about them in the blockstate, or should I offer some kind of basic blockstate fallbacks for farplane to use to at least show something at distance?

(Also do you have a discord server for this?)

as long as a block state's model is present in the standard model registry (i.e. the model is present in BlockModelShapes), fp2 will try its best to determine which TextureAtlasSprite to use for each of the 6 block faces. this auto-detection is currently pretty bad, but will be improved in the future.

for modded blocks which use a custom rendering system (or if you simply aren't happy with the TextureAtlasSprite auto-detected by fp2 and want to manually override it), fp2 exposes an api (which will likely be modified in the future, so i would advise against using it for now) which allows other mods to tell fp2 how it should render a block. for every block state, you can define which texture atlas coordinates should be used for each of the 6 block faces. you don't get access to tile entity data, though, so if you need that to determine the texture then you're out of luck.

commented

I'd like to add that in the latest download the same issue is still occurring, but the blocks load in as you get closer to them.