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Voidcraft Incompatibility - Gyarados Breaks Water Shader

sapphous opened this issue · 1 comments

commented

Issue Description:

Gyarados rendering causes GL error when mod is run in conjunction with Voidcraft.

What happens:

If you have both this mod and Voidcraft 0.26.10 ( https://minecraft.curseforge.com/projects/voidcraft ) installed, and you see a gyarados (or if one is just nearby and isn't clipped before being sent to the GPU), then all water on your screen will become invisible (the gyarados itself is rendered just fine). Your logs will continually output the error:

[01:01:28] [main/ERROR] [net.minecraft.client.Minecraft]: ########## GL ERROR ##########
[01:01:28] [main/ERROR] [net.minecraft.client.Minecraft]: @ Post render
[01:01:28] [main/ERROR] [net.minecraft.client.Minecraft]: 1283: Stack overflow

As far as I can tell, this is not caused by any pokemob (or other entity) besides gyarados, though I haven't systematically tested them all.

What you expected to happen:

I expected to be able to see gyarados and water simultaneously.

Steps to reproduce:

  1. Install VoidCraft, its dependency TamModized, and Pokecube (I am using AIO, but have the same problem with slightly older versions of the mods installed individually; the versions below are those listed in Minecraft's Mods page with AIO installed).
  2. Create a world and find a gyarados, or run /pokemake gyarados from a command block. In my tests, gyarados was in the water, so that may or may not be necessary.
  3. Observe that water is no longer rendered. Gyarados used Voidcraft GL Shader Attack! It's super effective! Water shader fainted.

Affected Versions (Do not use "latest"):

  • Pokecube AIO: 5.17.0
  • Pokecube Core: 6.40.4
  • Pokecube Mobs (if applicable): 4.10.1
  • Minecraft: 1.12.2
  • Forge: 1.12.2-14.23.4.2705
commented

I can confirm that this bug occurs, I will see if I can narrow down the cause, it does not occur if the model is viewed in the modelreloader, but does when the mob is in world:

In world:
image

In reloader:
image

Maybe it is something to do with effects or health rendering, I will look into this