Mo' Bends

Mo' Bends

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OpenGL Errors With Immersive Vehicles

DonBruce64 opened this issue ยท 5 comments

commented

Immersive Vehicles (MTS) dev here. Just got though debugging a Stack Overflow error that was affecting one of my users, and from what we could figure out, it's due to some sort of incompatibility between our two mods. Best I can tell, somewhere an additional RenderPlayerEvent.Pre event is being called, which results in two Pre events but only one Post event. Not entirely sure where this might be, but I'd like for us to be able to get together and figure out how to have our mods play nice.

Relevant issue is: DonBruce64/MinecraftTransportSimulator#95
Relevant MTS code section is: https://github.com/DonBruce64/MinecraftTransportSimulator/blob/061d84214fc9f417a5c09d6c18013737b9ceca57/main/java/minecrafttransportsimulator/systems/ClientEventSystem.java#L270

commented

Hey, thanks for reaching out to me ๐Ÿ™‚. I can only guess that the additional RenderPlayerEvent.Pre event is being called due to the system I used in the latest official Mo' Bends releases. I basically cancelled the rendering of the player during the event, and called my own renderer.

I since changed the system, which instead of replacing the vanilla model, mutates it, so as of the yet unreleased version of the mod it should play nice. If you'd like to test out the current unreleased version of the mod, you're more than welcome to join our Discord server ๐Ÿ˜„. We've got a bunch of great modders on board, would love it if you could join in as well!

https://discordapp.com/invite/Epf7atm

commented

Can-do! Am I allowed to distribute the un-released version to the user who is having the issue? I only have contact with them on GitHub, so I'd have to post a download in the issue itself. Not sure if that's something you would want done or not.

commented

No worries. I'll just see if the user can get it themselves. Would be easier for all, plus since he's the one with the issue, he'll be a better source for feedback than me. Mentioning this issue on my end so he sees it.

commented

I usually try to not release test versions to the public, since I don't want to spread unofficial versions to the target audience, since they may not understand the concept of "test version". If you're able to share it privately, that would be preferable. If not, I don't think it would be that much of a problem ๐Ÿ˜„.

commented

Just got a response from the user. They say that your new test build does indeed fix their problem, so it appears that once it drops as a final release this bug will go away. I'll keep the issue open on my end until the final release drops for tracking purposes, so if you could let me know when it does so I can close out the issue, I'd appreciate it.