renders textures backwards compared to forge
Mikecolle opened this issue ยท 6 comments
What happened?
rendering textures in the incorrect order.
Screenshots
No response
Relevant log output
No response
Minecraft Version
1.20.2
Oculus Version
1.6.13
Rubidium Version
embeddium curent
Operating System
win 10
What is your GPU?
Rtx 3060 + GTX 1650 Super
Java Version
17
Additional context
No response
Okay, to give a bit more context, the top picture is the intended way for the BlockEntity to be rendered, the bottom picture is what happens with Oculus installed:
From what I've gathered surrounding what is going on:
The block entity is rendering not through json models and voxels, but rather through various quads and vertexes.
The way it's designed, there is a base layer (which is being rendered correctly) and an overlay layer (which is created in the exact same way as the base layer, down to its size, but it's using a different texture and render type). Normally, the second layer would be rendered after the base layer, but when Oculus is installed, the second layer always renders before the first layer, causing the effect in which it seems like only the base layer is being rendered and the other one isn't.
I've tested it by creating a resourcepack that gives the base layer a transparent texture and sure enough, the second layer is still being rendered, but obviously under the base layer.
1.20.2 is not yet supported
I'm 99% sure OP miswrote it because the version we tried it on was for 1.20.1
Just want to let you know that we probably won't be doing this, you haven't reported which mod this portal is from, nothing that would be helpful to us
Just want to let you know that we probably won't be doing this, you haven't reported which mod this portal is from, nothing that would be helpful to us
The mod is called Stargate Journey, thought one of us mentioned that, but I guess I was wrong. Though I'd say the "nothing that would be helpful to us" is a bit of a stretch considering the text written above that describes everything:
From what I've gathered surrounding what is going on:
The block entity is rendering not through json models and voxels, but rather through various quads and vertexes.
The way it's designed, there is a base layer (which is being rendered correctly) and an overlay layer (which is created in the exact same way as the base layer, down to its size, but it's using a different texture and render type). Normally, the second layer would be rendered after the base layer, but when Oculus is installed, the second layer always renders before the first layer, causing the effect in which it seems like only the base layer is being rendered and the other one isn't.I've tested it by creating a resourcepack that gives the base layer a transparent texture and sure enough, the second layer is still being rendered, but obviously under the base layer.
I know what I came up with must be at least partially true, considering the fact that I can "fix" it by just detecting when Oculus is present and changing the order in which the individual layers get rendered in. If that's not helpful, I don't know what is.