Flywheel 0.2.3 causing Create render issues with Sodium Reforged
oremilk opened this issue ยท 5 comments
The most recent Flywheel version with Create 0.3.2c is causing render issues (invisible cogs/shafts, or z-fighting vertices) with Sodium Reforged. It's only this version that causes these issues.
Changing Sodium settings seems to fix the render issues until something updates the cogs/shafts, which then they turn invisible again. Moving structures are also invisible no matter what is done.
Same issue here. Looks like reloading chunks with F3+A causes cogs/shafts/wheels/etc. to reappear (and that chunk reload is probably what's happening behind the scenes when you adjust your Sodium settings), but they disappear again whenever you leave the area and return.
It appears to be something to do with Flywheel's 0.2.3 update, because downgrading to Flywheel 0.2.2 and Create 0.3.2c fixed the issue for me.
The commit that causes the incompat is 931b4a3.
I believe the main culprit is the change in where the BeginFrameEvent
event is mixed in. As the point of the commit was to fix the incompat with Optifine, I'm not sure how this would be fixed for compatibility for both Optifine and Sodium Reforged. I personally use Sodium Reforged so I just made a custom one off branch for myself that changed the mixin injection point and using that for myself.
But, I imagine a wider audience uses Optifine + Shaders so I'm not sure if this would even be a priority for the developer.
The commit that causes the incompat is 931b4a3
Ah I had a feeling that might have been the issue. Thanks for the investigation! I'll see if I can come up with a solution that works for both.
The commit that causes the incompat is 931b4a3.
I believe the main culprit is the change in where the
BeginFrameEvent
event is mixed in. As the point of the commit was to fix the incompat with Optifine, I'm not sure how this would be fixed for compatibility for both Optifine and Sodium Reforged. I personally use Sodium Reforged so I just made a custom one off branch for myself that changed the mixin injection point and using that for myself.But, I imagine a wider audience uses Optifine + Shaders so I'm not sure if this would even be a priority for the developer.
would you be able to send me the short term fix?