Crash when entering world with ModernUI
qznfbnj opened this issue · 12 comments
Minecraft Version
1.18.2
Shimmer version
Shimmer-1.18.2-0.4
Modpack info or mod list
No response
The latest.log file
https://gist.github.com/qznfbnj/abd2d13a6b4c46a9520f32932c1722ef
optifine , Rubidium , flywheel or any rendering related mods. mod versrion is required.
ModernUI-1.18.2-3.4.5.106-universal
Issue description
Install Shimmer-1.18.2-0.4 and ModernUI-1.18.2-3.4.5.106-universal, using forge-40.1.48, then crash on entering world.
Each of them can work fine alone.
Steps to reproduce
- Install Forge-40.1.48
- Install Shimmer-1.18.2-0.4
- Install ModernUI-1.18.2-3.4.5.106-universal
- Enter a world
- Crash
Other information
No response
No found. But BakaXL gives https://gist.github.com/qznfbnj/2c80c0fb46c137bc4a762776db0af023
更新:将 config\ModernUI\text.toml 中的 allowShadow = true 改为 allowShadow = false 就能让 Shimmer-1.18.2-0.4 和 ModernUI-1.18.2-3.4.5.106-universal 一起工作
更新:将 config\ModernUI\text.toml 中的 allowShadow = true 改为 allowShadow = false 就能让 Shimmer-1.18.2-0.4 和 ModernUI-1.18.2-3.4.5.106-universal 一起工作
哦不,这样做是能进游戏,但是微光就没效果了……
更新:将 config\ModernUI\text.toml 中的 allowShadow = true 改为 allowShadow = false 就能让 Shimmer-1.18.2-0.4 和 ModernUI-1.18.2-3.4.5.106-universal 一起工作
哦不,这样做是能进游戏,但是微光就没效果了……
奇怪,刚又试了几次,allowShadow = true 根本不行,得将 config\ModernUI\bootstrap 中的 0 改为 1,直接关掉ModernUI的文本引擎后,才能同时使用 Shimmer-1.18.2-0.4 和 ModernUI-1.18.2-3.4.5.106-universal
fixed , see #12
the next released version will work correctly
一些频繁使用的RenderType
都用到了UBO,chunkBufferLayers
都有用到
频繁用glBindBufferBase
glBindBuffersBase
glBindBufferRange
glBindBuffersRange
修改Buffer Object
的binding point
也许会有性能上的问题?常常都有说切换状态开销大,但未见过具体的
particled
rendertype_solid
rendertype_cutout
rendertype_cutout_mipped
rendertype_translucent
rendertype_armor_cutout_no_cull
rendertype_entity_cutout
rendertype_entity_cutout_no_cull
rendertype_entity_cutout_no_cull_z_offset
rendertype_entity_decal
rendertype_entity_no_outline
rendertype_entity_smooth_cutout
rendertype_entity_solid
rendertype_entity_translucent
rendertype_entity_translucent_cull
一些频繁使用的
RenderType
都用到了UBO,chunkBufferLayers
都有用到 频繁用glBindBufferBase
glBindBuffersBase
glBindBufferRange
glBindBuffersRange
修改Buffer Object
的binding point
也许会有性能上的问题?常常都有说切换状态开销大,但未见过具体的particled
rendertype_solid
rendertype_cutout
rendertype_cutout_mipped
rendertype_translucent
rendertype_armor_cutout_no_cull
rendertype_entity_cutout
rendertype_entity_cutout_no_cull
rendertype_entity_cutout_no_cull_z_offset
rendertype_entity_decal
rendertype_entity_no_outline
rendertype_entity_smooth_cutout
rendertype_entity_solid
rendertype_entity_translucent
rendertype_entity_translucent_cull
每帧只用绑一次ubo的位置